World of Warships: Legends ship guide

Leone

Also called: 狮子 Beta
Italy · Tier V · Destroyer · Premium
SAP destroyerFires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (11 km)Lobs over islandsSmokeReload BoosterEngine BoostSlow
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Community Data

Leone Community Stats

Across 3,000+ Standard battles from 210+ players, Leone averages a 60% win rate, 33,500 damage and 1.1 kills per battle, and survives 43% of them.

Community Data

Leone Community Stats

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Playstyle

Overview

Leone is a Tier V Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on smoke to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. Standout traits: best torpedo range in T5 DDs (11 km, 1st of 25) and torpedo reload in T5 DDs (47 s, 1st of 25). The trade is top speed in T5 DDs (34 kt, 25th of 25).

Positioning

Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use smoke and island cover, not concealment, to survive. Shooting from the cloud gives you away at 2.3 km, and a destroyer here is spotted at about 6.5 km, so you see it coming with roughly 4.2 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4 km) and radar (about 8.1 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE TORPEDOES ↗
  • Long-range torps · 11 km
  • Fast torp reload · 47 s
High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

WEAK MOBILITY ↗
  • Slow for the class · 34 kt
  • Slow acceleration
Acquisition

How to get Leone

Leone is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Event currency and Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

History: Early Access May 2023 – Jun 2023 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Best listed chance for this ship

Show all 20 containers (17 more)
  • Santa Level 3 0.261364% Tier V Premium ship Archived · Santa Level 3 · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Santa Level 30.220455%
    • Santa Level 3 → Santa Level 40.040909%
  • Spectral Vault 4.0 0.26087% Tier V Premium ship Archived · Spectral Vault 4.0 · 1 of 23 ships
  • Super Santa '22 0.25% Tier IV or V Premium ship Archived · Super Santa '22 · 1 of 28 ships
  • Winter Big Crate '23 0.25% Tier V Premium ship Common · Winter Big Crate '23 · 1 of 2 ships
  • Super Santa '23 0.242273% Tier V Premium ship Archived · Super Santa '23 · 1 of 22 ships
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Archived · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Archived · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.116477% Tier V Premium ship Archived · Santa Level 2 · 4 paths combined · 1 of 22 ships
    Show 4 paths
    • Santa Level 20.063636%
    • Santa Level 2 → Santa Level 30.033068%
    • Santa Level 2 → Santa Level 40.013636%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.006136%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Archived · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.052273% Tier V Premium ship Archived · Champion's Box · 2 paths combined · 1 of 22 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.044091%
    • Champion's Box → Santa Level 3 → Santa Level 40.008182%
  • Santa Level 1 0.037494% Tier V Premium ship Archived · Santa Level 1 · 6 paths combined · 1 of 22 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.011023%
    • Santa Level 1 → Santa Level 20.009545%
    • Santa Level 10.009%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.00496%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.002045%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.00092%
  • Ultimate Crate 0.024227% Tier V Premium ship Archived · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Archived · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event · Mystic Box · 1 of 25 ships
  • Italian Destroyer Crate 0.01% V Leone Archived · Italian Destroyer Crate
  • Secret Santa '23 0.0009% Tier V Premium ship Archived · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
  • Full Speed Ahead: Italian Destroyers in Early Access Store / event post Start: 2023-05-17 · End: 2023-06-14
    • Going for all the sets will guarantee you acquiring all the Early Access ships, Tier V Premium destroyer Leone, and more in-game goods.
  • December Update: The Most Wonderful Tide of the Year Crates Start: 2022-12-08
    • Big season—big crates! A revamped version of our seasonal crate, called Winter Big Crate '23, has chances of dropping a wider selection of ships than any of the big crates before!
    • you can get one of the following Premium ships (ships you own are excluded from possible drops):
    • Italian Tier V destroyer Leone
  • Join the Epic Journey to the Roman Empire! Event currency Start: 2024-04-28
    • You'll also find Tier VIII battleship Centurion, Tier V destroyer Leone, Roman-style skins for several Italian ships, a few new missions, and other goods in the Store available for Denarii.
  • Two Years Strong: The April Update Store / event post Start: 2021-04-08
    • The following ships are very likely to be available for purchase during this Update; please follow our social media accounts and other channels to get the details on dates and specific stats:
    • Tier V Italian destroyer Leone
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Leone sits among Tier V DDs (24 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestTorpedo range11.01 km (1/25) BestTorpedo reload47 s (1/25) Top 25%Smoke fire bloom2.32 km (7/25) Top 25%Torpedo reaction time7.3 s (7/25) Bottom 25%HE shell damage1,700 (20/25) Bottom 25%Fires per minute3.2 (21/25) Bottom 25%Power / turn radius67.7 hp/m (21/25) Bottom 25%AA range2 km (21/25) Bottom 25%AA threat128 (22/25) Bottom 10%Torpedo speed51 kt (24/25) WorstMax speed34 kt (1 of 2 tied) WorstMain battery caliber120 mm (1 of 8 tied) WorstMain battery reload9 s (1 of 3 tied) WorstAcceleration (0-12 kt)5.2 s (1 of 3 tied) WorstAP pen at 10 km40 mm (23/23)
See 21 mid-pack stats

Not standouts for Leone -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points15,000 HP(8/25) Concealment6.53 km(13/25) Air detection3.27 km(15/25) Rudder shift3.4 s(11/25) Turning circle620 m(18/25) Main battery range10.46 km(13/25) HE DPM90,667(11/25) Main dispersion93.5 m(14/25) HE velocity850 m/s(11/25) Time to 90% speed15.9 s(10/25) Engine power42,000 hp(19/25) Displacement2,289 t(11/25) Power-to-weight18.35 hp/t(18/25) Effective HE DPM (incl. fire)114,767(15/25) AA DPS79(17/25) Torpedo damage≈12,367(18/25) Max armor16 mm(15/25) NormTurn speed retained81%(23 of 25 tied at this value) NormCitadel belt16 mm(24 of 25 tied at this value) NormBow armor16 mm(24 of 25 tied at this value) NormStern armor16 mm(24 of 25 tied at this value)
Survivability
Hit Points15,000
Displacement2,289 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
113.2 x 10.7 m (ship-model figure)
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries24
Fire resistance
ƒtop hull: 1 − 0.7669 fire coefficient = 23.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
23.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 15,000 HP = 1,350 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 15,000 HP = 1,500 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
7,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
4,500
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,300 = 4,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,300
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 11,300 = 22,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
11,300
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 600 = 1,200), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,700 = 3,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,700
Main Battery
ModuleArtillery: 120 mm/45 Vickers 1924
Mounts / barrels4 mounts / 8 barrels
Reload timeInitial: 8 s → 9 s
Firing range10.5 km
Turret traverse10 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
3x ±140°, ±150°
Guns to bear
ƒ180° − 140° (the most restricted aft-facing mount's arc) = 40° off bow; 180° − 140° (the most restricted forward-facing mount's arc) = 40° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
40° off bow / 40° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.5 km) shells land in an ellipse about 93 m wide and 56 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1046330·8−0.51000+0.5)·30=93.5m
93.5 m at 10.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.5·0.6=56.1m
56.1 m at 10.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =93.5·0.62=28m
28 m at 10.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.1·0.62=16.8m
16.8 m at 10.5 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 8 s base reload = 60. All upgrades (top gun): 8 broadside guns x 60 / 9 s all-upgrades reload = 53.3.
Initial: 60 → 53.3
HE shells
HE alpha1,700
HE Velocity850 m/s
Fire Chance6%
HE fire DPM vs T5 BB24100
Effective HE DPM vs T5 BB114766
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 8 broadside guns = 13,600.
13,600
HE DPM
ƒZero upgrades: 13,600 HE full-salvo alpha x 60 / 8 s base reload = 102,000. All upgrades (top gun): 13,600 HE full-salvo alpha x 60 / 9 s all-upgrades reload = 90,667.
Initial: 102,000 → 90,667
Fires/min
ƒZero upgrades: 60 shells/min × 0.06 (6% fire chance) = 3.6. All upgrades (top gun): 53.3 shells/min × 0.06 (6% fire chance) = 3.2.
Initial: 3.6 → 3.2
SAP shells
SAP alpha2,350 (top hull)
SAP Velocity850 m/s (top hull)
SAP Pen (mm)34.2 (top hull)
SAP Min Ricochet60 deg (top hull)
SAP Guaranteed Ricochet75 deg (top hull)
SAP Fuse Timer0.03 s (top hull)
SAP Fuse Threshold25 mm (top hull)
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
7 (top hull)
SAP full-salvo alpha
ƒWith the top hull (top gun): 2,350 SAP damage x 8 broadside guns = 18,800.
18,800 (top hull)
SAP DPM
ƒWith the top hull (top gun): 18,800 SAP full-salvo alpha x 60 / 9 s all-upgrades reload = 125,333.
125,333 (top hull)
AP shells
AP alpha2,100 (stock hull only)
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·2000·23.150.69·0.12−1.07·8501.38=186.4mm.
186.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.5 km), where the shell has slowed to 266.6 m/s: P=10−7·2000·23.150.69·0.12−1.07·266.61.38=37.6mm.
37.6 mm at 10.5 km
AP full-salvo alpha
ƒStock hull only: the top hull's gun fires no AP. 2,100 AP damage x 8 broadside guns = 16,800.
16,800 (stock hull only)
AP DPM
ƒStock hull only: the top hull's gun fires no AP. 16,800 AP full-salvo alpha x 60 / 8 s base reload = 126,000.
126,000 (stock hull only)
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
7
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time47 s
Projectile speed51.0 kt
Range11.01 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=37,100·0.333=12,367. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 12,367
Maximum damage (ammunition)
ƒ37,100 warhead alpha / 3 + 1,000 blast = 13,367. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
13,367
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,000
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km51 kt×2.6855=7.3 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
7.3 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 2.2 per hit, shown as 2.2×100=220%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
220%
Torpedo launcher traverse25 °/s
Launch arcscentreline 258°, 260°
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming167 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,367 = 49,468. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
49,468
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 19312×2 13mm
Medium aura
Guns40 mm/39 Vickers-Terni
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 1 hit probability = 42 - the same in-game units as the Close-range AA DPS headline.
42
Range2 km
Near aura
Guns13.2 mm/76 Breda 1931
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 0.95 hit probability = 37 - the same in-game units as the Close-range AA DPS headline.
37
Range1.2 km
Total DPS in Aura
ƒMedium 42 + Near 37 = 79
79
Maneuverability
Engine power42,000 hp
Maximum speed34.0 kt
Turning circle radius620 m
Rudder shift time3.4 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
14.7 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
15.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
26.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.1°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 7.1 = +2.9°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+2.9°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.53 km x 0.955 = 6.24 km. Camouflage does not change detectability by air.
6.53 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.53 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.24 km.
6.24 km
Detectability by air3.27 km
Smoke firing penalty2.32 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.53 km) = 10.46 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
10.46 km
Detect when firing (air)
ƒAir detectability 3.27 km + gun-firing bloom 2.4 km = 5.67 km. The bloom tracks main-battery caliber 120 mm × 0.020 = 2.4 km.
5.67 km
Detect when on fire (sea)
ƒSea detectability 6.53 km + 2.0 km while burning = 8.53 km.
8.53 km
Detect when on fire (air)
ƒAir detectability 3.27 km + 3.0 km while burning = 6.27 km.
6.27 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 26 s emit / 118 s cloud active · 450 m radius
Exhaust Smoke Generator2 charges · 180 s reload · 23 s emit / 35 s cloud active · 600 m radius
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

ArtilleryUpgrade
  • Base reload8 → 9 s

Under the hood

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All values are ship base stats with modifications and upgrade changes denoted inline.

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 m. How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter height @ 5 km25.6 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10463=5232 m, and radiusOnMax=0.6 at 10463 m. Below the kink: k=0.2+(0.5−0.2)·50005232=0.4867, so σV=σH·k=52.5·0.4867=25.6m.
Shell scatter height @ 10 km53.2 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10463=5232 m, and radiusOnMax=0.6 at 10463 m. Above the kink: k=0.5+(0.6−0.5)·10000−523210463−5232=0.5911, so σV=σH·k=90·0.5911=53.2m.
AP pen 5 km81 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2000·23.150.69·0.12−1.07·465.31.38=81mm, where 465.3 m/s is the shell's speed when it arrives at 5 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km40 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·2000·23.150.69·0.12−1.07·276.21.38=40mm, where 276.2 m/s is the shell's speed when it arrives at 10 km (from 850 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km8.21 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4046·0.1228·23.15=9.88×10−5. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km8.21 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4046·0.1228·23.15=9.88×10−5. That runs from a 850 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)8
4 mounts × 2 barrels = 8; all 8 bear on the broadside.

Model inputs

Krupp (AP)2,000
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass23.15 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.4046
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity850 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity850 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time7.3 s
1000 m / (51.0 kt × 2.6855) = 7.3 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed51.0 kt
Travel time to max range80.4 s
11010 m / (51.0 kt × 2.6855) = 80.4 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count4
2 launchers × 2 tubes.
Per-side salvo4 torpedoes
2 launchers × 2 tubes = 4, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage49,468
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 12,367 = 49,468. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range42
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers 2x1 -> 42 DPS @ 2 km; 13 2mm 2barrels Breda MG 2x2 -> 37 DPS @ 1.2 km.
AA DPS layered by range42 DPS @ 2 km, 79 DPS @ 1.2 km
@ 2 km: 42 from one family; @ 1.2 km: 42 + 37 = 79. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank79
42 + 37 = 79 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index128
42 × 2 + 37 × 1.2 = 128. SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km
Open in Charting Tool

Ship Charts

Background

A very large destroyer in comparison with her contemporaries, officially classified as a "light scout" for a long time. One of the ship's features was 8 main battery guns placed in 4 twin mounts.

Armor Beta

Hull HP 15,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern16 mm

Overmatched by 93+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,300 (15% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm11,300 (75% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–16 mm)1,700 (11% of HP)
Overmatched by 283mm+ AP (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm600 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP7,500 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP4,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Balance History

Balance updates affecting Leone. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×5Main Battery ×9Consumable ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Added an optional upgrade that swaps AP shells for SAP shells:
  • Main battery reload time with SAP upgrade increased from 8 to 9 s.
  • Main battery SAP shells deal 2,350 damage and can penetrate up to 34 mm.
  • Ship HP increased from 13,700 to 15,000 (with saturation adjusted proportionally).
  • Added Main Battery Reload Booster consumable as an option to the same slot as Engine Boost:
  • Number of charges: 2.
  • Cooldown time: 120 s.
  • Duration: 15 s.
  • Improves main battery reload time by 50%.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Exhaust Smoke Generator added to the slot with Smoke Generator as a consumable of choice.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Leone can equip.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.